Missing
A roguelike × ARPG action demo — enemy AI that adapts its strategy to player behavior and surroundings, plus a combat system built for feel.
Missing (念) is an action demo that blends roguelike structure with ARPG combat. It has two ambitions: smart enemies — AI built on behavior trees and the EQS environment query system that switches strategy in real time based on player behavior and surroundings — and combat that feels right — an input-buffer command pool and animation-notify recovery canceling that make combos land crisply. Add varied weapons and enemy types, an inventory system and a face-customization system, and it’s five months of two students’ spare time.
What I built
Built with one teammate during grad school, in spare time.
Enemy AI
Behavior trees and EQS influence grids for enemies that sense their environment and adapt strategy to the situation; semi-random enemy spawning.
Combat feel
The animation-notify system — deflect windows, hitbox checks, post-attack recovery canceling — making feedback frame-accurate.
Animation pipeline
Character animation retargeting, unifying marketplace assets into a coherent animation set.
Cinematics
Camera Sequencer work for cutscenes and execution-move presentations.